I was working on my model, doing textures and encountered a problem I forgot these models would have. The uv’s are broken. Like really broken, not in spots they should be
I fixed this issue before. But I forgot how it was done. All I know is the results get the uv’s to go back to their original spots so it actually looks like it’s supposed to. Cause for some reason when you export the models it shreds everything but apparently it’s just moved and can be put back to their spots of origin or something
but it’s been so long I completely forgot how it was done.
I’m not sure I understand the chronology. You were painting textures on this hair object, but you realized halfway through the UVs were borked ? but they weren’t before ? and you’re guessing something you did borked them at some point, but you don’t remember what or when ?
If I understood correctly, you may be able to open a previous save, append the previous hair object and transfer UVs from the old to the new. That’s what I would try
It’s not really clear what you want to do here. How is anyone supposed to know where the UVs need to go? Generally you mark seams, then unwrap and then move the UVs as needed using transform operators or tools and other functions in the UV editor. There are also many add-ons that can be helpful to move UV islands and manipulate UVs in various ways. It’s not really difficult to learn UV mapping, but it’s not really something that can be answered in a single question and also before doing something you first definitely need to know what you want to do(what the spots they should be in are) so maybe start by deciding that…
No that’s not it at all. Whenever you make the models into fbx’s and open them in blender they come out unusually different compared to how they look in the game. I was able to get this fixed before with another mesh
Sure. It looks like something that can be fixed by working on it the proper way you should be working on it. You make a UV map by unwrapping and placing the UVs using the UV editor and then make the texture or you place the UVs in a way so that some texture works the way you want it to. It works then. That’s my experience. Not sure you are getting it though.
It’s not a trick or a fix. You just do UV mapping the way it’s meant to be done. This is basically like answering your question: “Just do it right.” But to be honest, I am not sure what other answer is possible in this situation.
I dont think you understand. It came out broken. I didnt do anything to it. Like I showed in the last screenshot I had the same problem before with the other mesh, both were from the same game. I needed help, it got fixed and now the uv map is in the correct place instead of being everywhere.
However like I also said its been so long I cant remember what I was told to do to fix it. I know that it was just simply unwrapping and manually putting them in spots they’re supposed to go. I mean how did I go from this
to this
just by simply unwrapping and manually placing them. No. There’s more to it to get these results.
Like I also pointed out they come out a mess when exported so apparently there’s a method to direct the uv’s to their ORIGINAL position which was how I did this the first time this happened
Well, there is no magic “Fix It” button if that’s what you are asking. It’s possible for the mesh to have multiple UV maps. You can check it in the Data tab in the Properties editor:
I dont know why whenever I talk about my issues anywhere that has to do with blender support one of the responses I get is “you’re looking for a magic fix button” when I never asked for one or said there was
I was taught how to fix this exact problem a long time ago. I just dont remember how. I know there’s no magic fix button but I know that there is a solution but I just can’t remember it cause it was so long ago and those threads are buried in posts
I did this once before. The uv map was a mess before and I got help and whatever they had me do fixed it so it worked perfectly but for the life of me cant remember what method he had me do to fix it the first time.
It’s not like I started with 3d yesterday. I have some knowledge about it that I happily share. The only logical explanation I can think of is that your mesh had multiple UV maps - selecting the correct UV map seems like a possible fix. There are no other fixes without doing the work. If you get similar responses regularly, it’s probably time to asses the questions you ask keeping in mind I have absolutely no idea who you are or what questions you have asked in the past and I am looking only at current situation and information provided.
Came out of what ? did you import this FBX from another program ? and it looked alright in the other program ? you have to realize you’re not explaining the situation nearly enough. Please provide context, tell us what you’re doing, with which tools.
It might be the FBX export that messed up the UVs. Perhaps you have to go through the export again, change some settings. But without knowing anything about your process, it’s just a wild guess
I don’t know how many times I need to tell you this, this will be the LAST TIME cause im tired of repeating myself.
The model is exported from xenoverse 2, use some software to make the files into fbx etc etc. The model is imported in this condition, I did nothing to it. Like I said several times there was a method to fix it, I got help, I was told to do something and its been so long I forgot what it was.
I dont know what else you want me to say. It came out like this. When its exported the uv map becomes a mess but it can be reversed, I just dont remember how hence why i’m here in the first place
That’s literally all I can tell you about it. Sorry I got nothing else to add to it.
Alright well nice to see this place is less than unhelpful. I explain all that I know about the situation and no one can be bothered to read. I think for now on i’ll be taking my business elsewhere. If people on here aren’t willing to try or read what they’re told and yet expect more details when ive given it four times already then this site’s lack of support is apparent and is clearly not the place to find support.
This might not be the most efficient way of asking for help.
You realize, we were trying to help you for free, right? You are not paying anyone. There is no business here. You know, some people get offended by this sort of attitude, I really don’t mind it personally. It’s just that there is no way to solve the issue with you not putting effort into providing relevant information about it and ignoring possible solutions.